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bestgamesstudios

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Hi guys! I found this forum through Martin's youtube channel, which was awesome.

https://play.google.com/store/apps/developer?id=Best+Games+Studios

I have several (mostly runner) games, one with 4.5k installs, one with 1.5k installs, one with only 135 installs (my first game), and a new game that I hope will get more installs

Ads: admob, chartboost, vungle (admob earns me around 150$ per month, Chartboost earns much less (maybe 20$ per month), vungle currently 0 but I just started with it

strategy:
I try to find games with not too many competitors but high traffic (searchman is good for this), make a similar game. I'm still learning, so I try to make something similar but different - I look at the original for guidance - the screenshots, icon, name, description are all important.
I usually launch a decent version that doesn't have any bugs that I know of, use google translate for descriptions into 20+ languages for keywords.
Next when I have time I submit to as many stores as possible (SlideMe/Opera/LG/Samsung/Etc).
Next I try to update the app once every 1-2 weeks a few times. It can be minor changes.
Search for an app like you are planning to make (for example, hot dogs) - if you have 10 pages of hot dog apps and the apps at the bottom have 50-100 downloads, then repeat until you find a niche with not too much competition

how much effort it takes me: usually 1 weekend (2 days) to make a game, and 1 more weekend to finalize/publish it, + updates.
In terms of reward/effort, this i currently quite satisfying.

What I plan to do in the funure: try applovin/unity3d ads, finally finish registering to pay taxes so I can receive the money from my ads. I will post updates once every week or so as I have some progress.

Writing the description/name: I search for the similar "top" app, and use the same wording/keywords (I imitate the description), also Martin's keyword strategy as of late

have a nice day everyone!

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bestgamesstudios

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I updated the Penguin Run Game! It now has Ice giants and a second level

my admob profits currently
Estimated earnings
$2.41Today
Yesterday $3.97
This month $20.24
Last month $157.72

lets see if this update helps keep users a bit longer Screenshot (48).png I also found this post quite interesting (list of alternative stores)
http://www.howtomakemobilegames.com/post/alternative-markets-7113870?pid=1284599044#post1284599044
so I submitted my game to Tstore as a test

Next plans:
1. finally register for taxes
2. create a hamster runner game with unity3d ads, applovin ads
        
        
        
        
     


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bestgamesstudios

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Reply with quote  #3 
This month admob = $192.39 (improvement from the previous month)
Just released a new game yesterday - "Hamster Run: 3D Dash" - it's similar to the other games but with a hamster.
I've decided to ditch chartboost for my new games since it doesn't bring much at all.
Will update my new game later (add more levels, and other cool stuff )
I've also finally submitted the document to register as a sole entrepreneur so I can finally receive the money & pay taxes.

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Reply with quote  #4 
Wohoo! last month earnings rose to $227.35 using admob - each day I get maybe 5-10$
My goal is to reach 1000$ - it's symbolic, because that's how much I currently earn as a Unity3D dev working fulltime.

I followed Martin's advice and removed some categories like poker from Chartboost, but the earnings there are still low
My enterpreneur status in Lithuania has been approved - now all that's left is to wait for the admob checks to arrive
I added a space level to the Hamster game - now making a more complicated game, which I hope will bring in even more $$
I will try Martin's ASO advice from the PRO video section on Google Play Optimization

To people reading this: is the information above interesting? I try to provide my "status update" in a very small format but with all of the important stuff. Should I add more screenshots of earnings/games/etc? Should I be more verbose?

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risbogames

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Reply with quote  #5 
Congrats on your sucess with downloads and revenues!

I was not so lucky as you and im getting hard on downloads. What do you do to promote your game i use mostly social networks fb,tw,g+ and i pay some ads on facebook butt i get no installs. For ads i use only chartboost in my game cos i think admob has such not so great ads. Dont know what im doing wrong but i would be lucky with  1 dollar a day. I got now 4 games on google play and also on amazon the same and i plan to go on the appstore.

Could you give me some advice?

Thx and keep it up
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bestgamesstudios

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Reply with quote  #6 
Quote:
Originally Posted by risbogames
Congrats on your sucess with downloads and revenues!

I was not so lucky as you and im getting hard on downloads. What do you do to promote your game i use mostly social networks fb,tw,g+ and i pay some ads on facebook butt i get no installs. For ads i use only chartboost in my game cos i think admob has such not so great ads. Dont know what im doing wrong but i would be lucky with  1 dollar a day. I got now 4 games on google play and also on amazon the same and i plan to go on the appstore.

Could you give me some advice?

Thx and keep it up


Hi risbogames! Can you link to your google play page?  I don't use social networks at all at the moment ( which, maybe I should) - nor do I use any facebook ads for promotion. I am getting similar results to what you describe on chartboost - many days it's zero dollars. By "not so great ads" do you mean the revenue or the actual ads? I uploaded an app to amazon as a test and in a month it had 4 downloads (in google play it now has 2,690 downloads). My strategy is in the first post.

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risbogames

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Reply with quote  #7 
Well i mean the design of the ads admob is to ugly for my taste....
If you dont use any social networks this is a great result that you got do you have your games on the app store? 

https://play.google.com/store/search?q=risbogames&c=apps&hl=en
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bestgamesstudios

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Quote:
Originally Posted by risbogames
Well i mean the design of the ads admob is to ugly for my taste....
If you dont use any social networks this is a great result that you got do you have your games on the app store? 

https://play.google.com/store/search?q=risbogames&c=apps&hl=en


Interesting apps! You could try working on the screenshots to add description texts/frames - an awesome example I always aspire to is https://play.google.com/store/apps/details?id=com.stargirlgames.google.bunnyrun&hl=en
Your Besmart app has very nice screenshots already - maybe add descriptions there?
Try google-translating the descriptions into 20-30 languages.
try to AB test variants of descriptions/icons

have you done keyword ASO like in Martin's videos?
do your apps have a lot of competition?

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risbogames

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Reply with quote  #9 
Thx so much for your advices lately i been doing a lot of this stuff that you mentioned and we gettin downloads even on amazon. The ASO thing is the most difficult i think and competition is always there no mather wich name you choose. Our new game COLORS getting prety good reviews and downloads but its hard to dyscover in the app store. So i am thinking about to change the name of it or to add something in the name dont know exactly. For this game i did a ASO research like Maartin in the video. We will see what is gonna be the result in a few days the game iss in the top 300 action games, a lot of competition. [smile]
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bestgamesstudios

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Quote:
Originally Posted by risbogames
Thx so much for your advices lately i been doing a lot of this stuff that you mentioned and we gettin downloads even on amazon. The ASO thing is the most difficult i think and competition is always there no mather wich name you choose. Our new game COLORS getting prety good reviews and downloads but its hard to dyscover in the app store. So i am thinking about to change the name of it or to add something in the name dont know exactly. For this game i did a ASO research like Maartin in the video. We will see what is gonna be the result in a few days the game iss in the top 300 action games, a lot of competition. [smile]

cool! good to know things are improving!
Chat soon
-Yuriy

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Reply with quote  #11 
Cool Diary! And congrats for those results, Im making now my third game, I use chartboost and applovin right now, its been a week now since i uplodaded them and I made $2.20 so far, it just sucks. I wanna try admob cuz it has a higher fill rate but I dont know if it actually works well in games. How did you reach so many downloads?

Thanks and keep the hard work!
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bestgamesstudios

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Quote:
Originally Posted by necrozard
Cool Diary! And congrats for those results, Im making now my third game, I use chartboost and applovin right now, its been a week now since i uplodaded them and I made $2.20 so far, it just sucks. I wanna try admob cuz it has a higher fill rate but I dont know if it actually works well in games. How did you reach so many downloads?

Thanks and keep the hard work!


Thanks necrozard!
the strategy is above- also, for the keywords I search for the similar "top" app, and use the same wording/keywords (I imitate the description), also Martin's keyword strategy as of late (I added this piece of info just now to the first post so It's all in one place)

for my first few months I got like a few bucks also - the apps need some time to gain traction - I like to think of them as those small Chinese balloon thingies which you light up, let go and wait and hope for the best

I'm attaching some screenshots of the admob statements - note that where it says I earned 511$ that's because I hadn't set up my payment method yet so this is a sum for all the previous months, not in a single month. I really liked the month where it went from 2.35$ to 162$.

Screenshot (67).png 


Screenshot (68).png


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necrozard

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Reply with quote  #13 
Wow, I wanna make a jump like that xD Good work. Seems like patience its an important factor here.
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Hi bestgamestudios,

Thanks for sharing your revenues and strategies to us! It would be great if you can share your retention rates, total downloads per day, and especially how you put your ads in your game scenes.

 

I have released 5 games total: 2 last summer, 2 during Christmas time, and 1 recently. Apparently, at that time, I was just doing Unity mobile games for learning and relaxing (still a college kid [smile]). The first game was just like everyone else in which I spent like 2 months learning and developing and getting like 2-3 downloads per day. At that time, I didn't know this forum and Martin videos yet. However, since I did some small researches and had some experiences in web back in high school, I managed to test my keywords using SEO and some backlinks. The 2nd game was made in like 2-3 days and it was better than the 1st one in which it had like 20-30 downloads per day. However, both of these games earned pennies (< $1 per day) and I didn't expect much simply because it was my first time and I'm still a college kid. Hence, I took a break during school year until Christmas. During Christmas, I made like 2 small games in which I researched the market and keywords first before doing the games (didn't watch Martin videos at that time). Somehow, my Running Stickman game (https://play.google.com/store/apps/details?id=com.dotTN.RunningStickman) got like 50-100 downloads per day with only plain keywords + no marketing + no forum postings like before. I was surprised at that time since I finished it in 2-3 days I think. However, the other game I made at that time in which I didn't do any keywords got like 0-3 downloads per day. Because of these data, I clearly saw how important keywords were.

 

I don't know if you guys have this boost but I have like an insane boost during Christmas and New Year time. It literally went from 50-70 downloads per day up to 1k-1k2 downloads per day. Here is my Google Analytics graph!
5.png 
However, it went down around March 2015. I didn't do anything at all. Basically, I just watched it grow since I was too busy because of school (after Winter Break). I'm kinda regretting it now [frown]!

Fortunately, before summer starts, I found Martin videos on YouTube and I realized some hopes in the market even though I thought it was saturated at that time. Therefore, I decided to start it back and take a deep look into ASO + improve my coding skills. I just recently released a new game called Don't Touch The Square Birds (https://play.google.com/store/apps/details?id=com.dotTN.DontTouchTheSquareBirds) in which I paid more attention on the game play and graphic comparing to those early games + keywords (Don't Touch from Don't Touch The White Titles, Square Birds from Bird something game by Ketchapp). However, it was a fail just like the first game I made (probably I messed up something or Google had changed its keywords algorithm comparing to last year). Now, my strategy is trying to increase the downloads + optimize these games' keywords + icons/screenshots (got it from Martin) + optimize my revenue.

The strange thing about this and I also want to ask you also! Even when I got like 1k downloads per day, the highest earning I got was $5 per day with CTR of 1%. It means if I can get 1k downloads per day for the whole month, I can only earn up to $150. This is really strange for me since I took a quick look over your apps/games. It seems to me that your main revenue comes from your "My Little Unicorn Dash 3D" game with 50k+ installs. Including with other Android stores + iOS stores + its release on February + high rank in "unicorn run" (great keyword btw), I assume that you have total around 4k-6k downloads per day. It means if I apply my revenue with your downloads, you should earn around $15-$30 per day (since Admob is not your only ads option). Therefore, your monthly revenue should be around $450-900. However, you only earn around $200-$250 per month for Admob.

 

It means that optimizing ads and knowing when to show ads are important keys to earn more revenues. I don't think Martin covers about this before. I'm doing one interstitial ad on start/exit (Android) and each 10 scenes. For banner ads, it always appears [rolleyes]. I think I'm gonna implement Admob mediation + video ads for my game. Also, I'm sharing my story in order to get to know others better in this forum and try to learn and share great tips to you guys.

 

TLDR: It would be nice if you can share me some of your retention rates, downloads per day, and how you put your ads in your game @bestgamesstudio.


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bestgamesstudios

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Reply with quote  #15 

Quote:

It would be great if you can share your retention rates, total downloads per day,



Hi DotTN! Here are my updated stats

Screenshot (79).png     

Screenshot (76).png 
  Screenshot (77).png 


Quote:
how you put your ads in your game scenes.


during every second/third game over, during the fake "loading" from main menu->game
Quote:

I assume that you have total around 4k-6k downloads per day


Nope, under 500 atm



Screenshot (78).png


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bestgamesstudios

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Hi guys! So, I've spent the last few months creating my next game - a pet care game!

[image] 

[image] 

https://play.google.com/store/apps/details?id=com.bgs.unicorn.pet.care


While my previous games were runner games that were "weekend projects", and were designed as "snack" games, which people can pick up, play and forget, I aimed to create something greater this time. For my "inspiration", I took this game:

https://play.google.com/store/apps/details?id=eu.aagames.unicornpet
[image] 


However, I wanted to make something even greater!  It's surprising how much goes into making such a seemingly "small" game- after all, it's just a pony in a 3d landscape right?  However, after everything was done, the full list of completed tasks was like so:


 


Features Version 1

  1. Walk Around Randomly

  2. Idle

  3. Pet sits down, sits idle, stands up

  4. Pet Unicorn Ability using swipe (increases happy)

  5. Wash Unicorn

  6. Unicorn gets dirty

  7. Enter Unicorn name

  8. Feed unicorn items from inventory

  9. Unicorn sleeps & wakes up (no effect on stats),  closed eyes when asleep

  10. Unicorn drinks water

  11. Ability to refill water

  12. Ability to water trees

  13. Select current “tool” ability

  14. Inventory system (collect apples, oranges, hay)

  15. Grow & Water Oranges

  16. Grow & Water Hay

  17. Leveling progress

  18. Leveling progress system. Leveling when: clean poop

  19. Customization screen

  20. Progress is continued when you resume the game - Trees/Wheat, fruit on trees, !!decrease wheat water!!

  21. Progress is continued when you resume the game - Unicorn Stats

  22. Progress is continued when you resume the game - Water, Water Container

  23. Progress is continued when you resume the game - Poop

  24. Progress is continued when you resume the game - Unicorn position/rotation is random (as if he moved)

  25. Progress is continued when you resume the game - food on stage is eaten

  26. Tutorials

  27. Unicorn poop appears

  28. Clean unicorn poop

  29. Blink system

  30. tutorial: click to collect fruit (when an apple appears, an arrow appears to collect the apple) + message

  31. tutorial: brush unicorn (overlay)

  32. leveling: unicorn happy animation + particles (same as wheat)

  33. Hints (unicorn thought’s)

  34. Sound Effects & Music

  35. Privacy policy

  36. Push notifications

  37. Icon

  38. Start Game in game scene if the user has already created a Unicorn

  39. Mini Game: Running game 3D  (available at a certain level)

  40. Mini Game: Ball game (competition, coop)

  41. Mini Game: Running Game 2D

  42. Mini game play thought bubble when unicorn sleeps

  43. Mini Game: Running Game 2D - Sounds

  44. Mini Game: Running Game 3D - Sounds

  45. Mini Game: Ball Game - Sounds

  46. Screenshots

  47. Ask For Review

  48. Game loading screen

  49. Resources unload


  1. Game Balance/Testing (Notifications, Stats Decrease) - make everything in minutes/hours

  2. BUG : black wheat!!

  3. Game balance - after the night make the “low stats decrease” last until further in the morning (1pm?) and make the low stats decrease rates/speed higher by 20-30%

  4. Unicorn is thirsty - Fix/Remove (loaded game and water was full, water container was empty)

  5. Start runtime decrease stats at least 10 seconds after the interaction to restore the stat

  6. Description

  7. back/exit on Esc

  8. loading after customization?

  9. Settings screen - credits


  1. Fullscreen ads - for later version



Unicorn animations:

  1. Idle

  2. Run

  3. Fly

  4. Happy

  5. Walk

  6. Kick ball

  7. Eat

  8. Sleep

  9. Go To Sleep

  10. Wake Up

  11. Drink


  1. Idle - Jump on spot

  2. Idle - look left/right

  3. Idle - Idle -leg

  4. SitStart

  5. Sitting

  6. Sitting - look left/right

  7. Sit - wave tail

  8. SitEnd



2. Inventory system:

  1. display inventory items

  2. add inventory items (apple)

  3. save inventory


Customization:

Haircuts x 5

Tail x 5

Change body color, eye color, hair color, tail color



In terms of  time, this project probably took around 1.5 months worth of "full days" to complete, however in reality it took around 3 months, and would have taken much more if not for my 2-week vacation.  I really took a gamble with this project, since if it will flop this will mean all of this time was wasted. Also, this was the first project for which I actually bought art assets from the Unity3D asset store.  Of course, this was an informed bet, since I, before even starting to make it, did a lot of research regarding what sort of app I should be making next, and in terms of competition, this seemed like the best choice. (the next few months will be very interesting)

[image] 

I did not enable ads in this version, since I want it to gain some users/positive reviews first. 
In terms of keeping users - the game is a combination of a pet care game, a simplified farming game and also has 3 minigames - I will add more features if the game becomes popular. The game also sends out push notifications to notify players that the pet is hungry/dirty/wants to play/etc

In terms of other stuff, I plan to add most of my other games to Amazon, and in the coming months maybe get a mac mini to add them to iOS as well

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Hello World v.2

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Looks awesome !

Hope you will get a lot of downloads fast [smile]
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bestgamesstudios

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Reply with quote  #18 
Quote:
Originally Posted by Hello World v.2
Looks awesome !

Hope you will get a lot of downloads fast [smile]


Thanks!  I hope my post was useful/insightful in therms of my strategy - if you have any questions, please let me know.
Cheers!
-Yuriy

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Reply with quote  #19 
Hi guys! I finally made Amazon versions of my apps - they all use Chartboost Amazon ads - let's see how this plays out

Screenshot (86).png 


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It will be interesting to see how Amazon goes. Do you do your own gameart or do you pay someone to design it
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bestgamesstudios

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Quote:
Originally Posted by J53 Industries
It will be interesting to see how Amazon goes. Do you do your own gameart or do you pay someone to design it

Thanks J53 Industries! In terms of game art I use unity3d assets from the asset store - I modify some of it, and I make some myself. For example, in this pet game:
1. the Unicorn model is a very heavily modified version of the SFM pony model, to the point that it can be considered a different/original model.
2. the Unicorn animations were made by me
3. the background hills/trees/etc are unity3d assets from the asset store
4. objects like apples, water container, ball,etc were made by me
5. the UI is from the asset store, with modifications for the game made by me

Regular users will never know/care where the art comes from, so I had to fight the instinct to "create everything myself". It's really tempting to improve your skills in art, but I made a very important decision for myself, that making these apps was a money-making/entrepreneurial venture first, and everything else is second.


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Hello World v.2

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What programm do you use to create your 3D objects ? (i guess blender^^)
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Quote:
Originally Posted by bestgamesstudios
Quote:
Originally Posted by J53 Industries
It will be interesting to see how Amazon goes. Do you do your own gameart or do you pay someone to design it

Thanks J53 Industries! In terms of game art I use unity3d assets from the asset store - I modify some of it, and I make some myself. For example, in this pet game:
1. the Unicorn model is a very heavily modified version of the SFM pony model, to the point that it can be considered a different/original model.
2. the Unicorn animations were made by me
3. the background hills/trees/etc are unity3d assets from the asset store
4. objects like apples, water container, ball,etc were made by me
5. the UI is from the asset store, with modifications for the game made by me

Regular users will never know/care where the art comes from, so I had to fight the instinct to "create everything myself". It's really tempting to improve your skills in art, but I made a very important decision for myself, that making these apps was a money-making/entrepreneurial venture first, and everything else is second.



Okay very cool to hear. I run into that same problem all the time (not being great at art and still wanting to crank games out)

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Hey Guys! SO, I made a new and very original game [smile]

https://play.google.com/store/apps/details?id=com.bgs.ragdoll.dismount.kill.stickman

[image] 



[image] 


Took me less than a week in terms of work-days to make - this game though, I made it different from the other "ragdoll" games by focusing on "collecting stuff" (coins, stars) rather than high scores - these are used to unlock new characters. Hopefully, this will keep a portion of users trying to collect all the coins and stars for a long time.  The graphics themselves are very simple - the levels have most of their detail by lightmapping (created in 3ds max).  For now, I realized, I will return to making small games, since the reward from harder games is nowhere near certain- currently, the unicorn pet game only has around 100 active installs - though it could be that it is crashing on some devices, something I will have to investigate further.

[image] 
The game has 4 levels - each one took a few hours to make in 3ds max and setup/test out in unity.  For the "details" like in the walls of the above screenshot I used a 3ds max plugin called "greeble" which makes this cool "death star" detail type of effect.


--ASO TIME---


Of course, the main "ASO" was done before making the game - that is, determining what "type" of game is worth making. From what I gathered, games such as turbo dismount and martin's kill the stickman boss games are doing quite well and don't have too much competition, and are not too hard to make.


The icon: here I made it as "call to action"-y as possible, I also took some inspiration from Martin's icon [smile]
The aim is, that the user must be able to tell exactly what type of game it is just from the icon.

The first image/ featured image was a collage of several screenshots, thus showing off as much of the game as possible.

For the description, I used a very lazy technique - I went to similar top games and simply made a similar description and "borrowed" the keywords. A bit later, just as with my other games, I'll google-trasnlate the description into 20-30 other languages


[image]

Hope you guys enjoyed!

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Reply with quote  #25 
Just downloaded and played the game it is fun and gives a different spin on ragdoll type games
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Reply with quote  #26 
Sad to hear that your big unicorn pet game is not rewarding as you thougt, i think you just gonna have to wait for christmas, maybe it gonna turn into a money machine [tongue]
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Thanks J35 Industries, Hello World v.2!!!
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Reply with quote  #28 

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Reply with quote  #29 
Great video! I couldn't hear you in the last half of the video though, even with the volume all the way up. Could see what your talking about though, thanks for sharing!
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Thanks XdebugX Yeah, I realised this after I already uploaded it - accidentally put my hand over my iPhone's microphone
Will try to improve this on the next video!

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Reply with quote  #31 
Cool idea with the vlog. Keep it up.
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Hi everybody! Just a quick update - the ragdoll game was doing quite well (became my #2 earner after the unicorn game, SO, I made a zombie version [smile] )
https://play.google.com/store/apps/details?id=com.bgs.zombie.dismount.kill.ragdoll
[image] 

[image] 

Initially, I started making an FPS, however I soon realized that it was taking way too long, so my enthusiasm went away - for now, I'll still stick to small "snack" games, since there is no guarantee that larger games will earn more. This game took about 1 weekend to make in Unity (I made the levels, but got the zombie models from the asset store) - I re-used the code from the previous ragdoll game of course. The second weekend (which is right now) was about some final fixes and the uploading to the google play store/making screenshots/writing the descriptions, which took a while - also, I made google-translated descriptions to several dozen languages, as I usually do, to increase the amount of keywords.

I really like this type of game, because of how simple it is to make - the effort-reward ratio is amazing.

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Reply with quote  #33 
hey bestgamestudios

How are your earnings going with the unicorn pet care game ?
Since u invested a lot of effort in it, it would be nice to hear.
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Reply with quote  #34 
Quote:
Originally Posted by Hello World v.2
hey bestgamestudios

How are your earnings going with the unicorn pet care game ?
Since u invested a lot of effort in it, it would be nice to hear.


Hi Hello World v.2! Unfortunately, not so much - hence my conclusion to concentrate on smaller/simpler games for now

Screenshot (197).png 


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Hi Guys! My new video update - hopefully there will be no audio issues this time [smile]

Something I forgot to mention regarding the analytics- I think it's a very important tool to avoid presuppositions, to avoid flying blind, so to speak, so - my results:

A 4 Old Levels V.S. B 4 Old Levels + 4 New Levels which you need to unlock by collecting stars - A wins

Some stuff I might try later:
A 4 Old Levels V.S. B 4 Old levels + 4 New Levels (unlocked at start)

A 4 Old Levels V.S. B 4 Old levels + 4 New Levels, unlocked after time elapsed (10 min, 2 hrs, 1 day, 2 days) (players see the timers on the game over screen)

Moreover, I'm very interested if it's actually possible, in practice, to significantly affect your results in this way - so, this is why I'm so enthusiastic about this atm - I want to see if this "tweaking" will actually be worth the effort.

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Reply with quote  #36 
Great video! Was that music playing on the phone you were recording video with? I could see the camera kind of shake to the music lol. Not a problem though. Could you show your daily number of installs for your apps in your next video? I'm interested to compare with mine, since this is what I look at everyday.
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Reply with quote  #37 
Very nice and informative Video [smile]

I think your experiment shows that people are not really aware of the content, they just want to play some fun games were they can access anything very fast [wink]
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Reply with quote  #38 
Quote:
Originally Posted by XdebugX
Great video! Was that music playing on the phone you were recording video with? I could see the camera kind of shake to the music lol. Not a problem though. Could you show your daily number of installs for your apps in your next video? I'm interested to compare with mine, since this is what I look at everyday.


Thank you XdebugX!   here you go! Screenshot (200).png

Screenshot (201).png 
However, I've done some thinking, and I came to the conclusion that the above information isn't really informative/useful to anyone but myself - it's just too dependent on whether or not I release new stuff/make updates to make sense - for example, in the past few months I released some new games, hence the increase. For there to be something truly indicative, we have to look at the analogy of stocks - usually, there is something like the Dow Jones industrial average or S&P 500 - so, I propose a new system! The Chartboost Industrial Averange! In it, there will be statistics of hundreds of accounts, averaged out - now that will hopefully be more informative. Of course, actually creating this is way beyond me - speaking of which, why should WE create this? ....when this info is already available (internally, in Chartboost) - we could ask them to make this public, as long as each participating user clicks some checkbox like "Participate in the Chartboost Industrial Averange" - There can be a global averanged out "Dashboard" with all the values. we should all email Chartboost about this. There, I'm a genius.



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Reply with quote  #39 
hey bestgamestudios - just been watching your videos. Very cool stuff. In the 2nd video i think the music was from the game music thread I posted on here yeah? Great to know that others are listening to it as well, I listen to those tracks everyday [smile]

At 4:40 in the video you said that your ad revenue has not increased even though you have added more and more games. It's been exactly the same for us and I also hear this a lot from many other developers. This started to happen for us about 2013 and so now whenever we make a new small game we have to focus a lot of time on ASO and marketing in order to see the increase in revenue too.

By the way, your videos seem pretty good and informative. i think just use a microphone attached to your mobile so the audio is clearer, i do this now whenever creating videos on my mobile. Also move the camera a little closer to the screen.
We'll have to talk about you doing some videos for the pro section too [smile] I need to get more useful videos in there for the community. I've been looking to pay someone to do this and produce 1 or 2 videos per week based on the games they've been making and publishing. It wouldn't be a lot of money but it could get you more exposure to your games too. Let me know if you're interested anyway, my email is martin@cobaltplay.com

[smile]

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Reply with quote  #40 
Thanks Martin! (Contacted via email)

So.. Just spent this weekend making & uploading Ragdoll Dismount to iOS - initially, I am releasing it without ads so it'll get more downloads/better ratings - I do this often with my apps - does anyone else do this?

Regarding the overall process: it took an ENTIRE weekend just to make the iOS build, create the screenshots and upload everything - Initially, I planned to upload 2 apps but only just managed this one. All I can say is, Apple should adopt Google's policy - sure, allow 2 types of screenshots - widescreen and normal, but NOT 6-7 - that's just cruel! I mean, in the friggin time it takes to make all of those screens for Google&Apple and fill out everything, I could make like another game. Seriously, like - once I begin hiring I'll want to get rid of this activity ASAP - it's as fun as doing taxes. Actually, I'm quite looking forward to doing them for the first time (will be this month).

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Reply with quote  #41 
Hello World V.2. recently asked me about how my apps get downloads, and when typing the reply, seeing as it doesn't contain any personal info, I thought I'd make it public since it can hopefully shed some further insight to folks:
Quote:

Say there is an app, for example "flappy bird", to use a very over-used example, if you were to consider publishing a clone(assuming it would still be allowed), the "competition" wouldn't so much be the original, flappy bird app, it will be the apps at the very bottom with 10 downloads. However, if there is an app that has some competitors/clones, but those competitors have very high downloads also ( for example, hundreds of thousands of downloads), and are of a similar quality to what you can make, then it is indeed prudent to make a clone of such an app. When deciding, I like to spend an hour or more simply browsing the Google Play store, looking at what types of apps are popular, and searching for other apps - it's good to compile a list. I like to browse using my pc (scrolling/typing) is more convenient, and install some of the competitions apps to see their quality/functionality. That being said, I am by no means an "authority" on ASO/marketing (otherwise I'd be rich by now).  Try to persuade yourself to NOT make a game you are considering making - making even a small game is a commitment and you will spend time you could have devoted elsewhere. Only if you think a game is "100% a good idea" should you make it. Indeed, when making the Unicorn/Pony apps, seeing the download counts on the originals, I assumed/hoped I'd get something similar (millions of downloads)-  however, this never happened. Seems there is an inverse square law of download amounts depending on the amount of competition ( http://hyperphysics.phy-astr.gsu.edu/hbase/acoustic/imgaco/isplot.gif ) - the "top" app gets the vast majority of the downloads, a few more get "a bit", but if there are many apps then the rest will get the famed "50-100 downloads".  To reiterate - be a sniper - create only those projects that you know "for sure" will succeed, avoid risks/projects that "might" get downloads. The best metric of how many downloads your app will get is already available, for free - it's the other clones of the app you are going to make.  Oh, also you'll notice I keep talking about clones - I don't mean to copy the app fully - but make a similar app, maybe with some improved/different functionality, but a similar title/description/overall style.  Regarding making "original" stuff -  without marketing/ a lot of luck, even great games will get 50 downloads, - even the angry birds folks I think made dozens of games that didn't succeed at before making angry birds, so I'd avoid that, and make "generic apps" or "similar apps to which already exist". Even with this strategy, only 2 of my games bring in 90% of my actual earnings (around 10 dollars per day) - so it's still hit and miss - once I begin working for myself full time I'll able to spew out games at a much faster rate, so that will be good. Also watch Martin's videos.
Have a great day!
-Yuriy

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Reply with quote  #42 
Quote:
Originally Posted by bestgamesstudios
Thanks XdebugX Yeah, I realised this after I already uploaded it - accidentally put my hand over my iPhone's microphone
Will try to improve this on the next video!



Congratz on your success so far. How was your revenue for December. For me it's not as easy to get downloads, and I make little. I have 13 apps on Google Play and only use admob.
https://play.google.com/store/apps/developer?id=WinCash
Do you have any advice?


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Reply with quote  #43 
Quote:
Originally Posted by wc

Congratz on your success so far. How was your revenue for December. For me it's not as easy to get downloads, and I make little. I have 13 apps on Google Play and only use admob.
https://play.google.com/store/apps/developer?id=WinCash
Do you have any advice?



Thanks MZR!  Regarding the advice - please read my reply to Hello World V.2. above

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Reply with quote  #44 
January update video

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Reply with quote  #45 
Hey guys! Hope you enjoyed my report video above - let me know if this type of video is good
Recently I've been reminded of something - in the near future, my goal is to work for myself and eventually hire people - what seems to have slipped my mind is
that just because I've worked for many years as a programmer and "been managed", that this wouldn't immediately mean that I'd instantly have all of the knowledge about
hiring/management/business/leading employees - after all, people go to business school and stuff right? So, I've been spending my time recently listening to courses on
youtube about this stuff (currently just about finished a course on human resources, gonna look into project management and leadership courses next). To be honest the human resources
course didn't really have any useful info that I didn't already surmise by listening to business podcasts/martins videos/being employed in a startup/etc - however I think I got some "meta"
knowledge out there- people that work in companies, even if they earn great amounts have worked for many years, are still at the mercy of upper management, and if they decide to "restructure",
well - not much they can do. This increased my resolve to become an entrepreneur even further.

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Reply with quote  #46 
I really enjoyed to watching your video, espacially the part about "getting banned on GP" is something which i also thinking about a lot / spreading my risk with multiple accounts.

Really sad to see that your IOS earnings are that low, for me it its like 60% GP earings, 35% IOS and 5% Amazon earnings.

Would be cool to see more regular updates about what you working on at the moment in term of app development etc. [smile]
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Reply with quote  #47 
Quote:
Originally Posted by bestgamesstudios
people that work in companies, even if they earn great amounts have worked for many years, are still at the mercy of upper management, and if they decide to "restructure",
well - not much they can do. This increased my resolve to become an entrepreneur even further.


It's not like you won't find a new job as a programmer though;]

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Reply with quote  #48 
Hey guys! Just a quick update regarding trademarks, and about the amounts if "bureaucracy/boring parts" of game-making



referenced thread: http://www.howtomakemobilegames.com/post/so-dismount-is-now-trademarked-7911820?pid=1290746944

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Reply with quote  #49 
Nice, i really like your videos [smile]

But why you got so low admob RPM ? I got around $0.80 RPM this month so maybe you could optimize this to improve your revenue !


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Reply with quote  #50 
Quote:
Originally Posted by Hello World v.2
Nice, i really like your videos [smile]
But why you got so low admob RPM ? I got around $0.80 RPM this month so maybe you could optimize this to improve your revenue !

Thanks!! can you give some pointers on how I should optimize the admob rpm?

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